Hello everyone, I would like to announce a new submod project for SS6.4. This project will be focused on the time period immediately following the events of the sicilian vespers and the wars that ravaged the Mediterranean during this time. For the base of this mod, I am using HURB 5.5c, but radically altered. I have removed a fair few regions and replaced them with others, borders have also been radically altered. There is now also a large swathe of territory that is denoted as ungovernable.

Region ownership has also been assigned, with the approximate territories of each faction being approximated as well as I could. I am not an expert on every area of the map however, so some region ownership might be a bit unhistorical, but this is just a first attempt, and it can and will be redressed if I am made aware of any such problem. I would like to create my own unit rosters for each faction based on m&b osp material, but there is much work to do in other areas, and I would like to finish the actual world of the mod before I start worrying about unit models.

Some screens of the work that has already been done:
The World:

Spoiler Alert, click show to read:

The Map:

Spoiler Alert, click show to read:

Menu:

Spoiler Alert, click show to read:

Factions:

The Kingdom of England

The Kingdom of Scotland

The Kingdom of France

The Kingdom of Portugal

The Kingdom of Castile-Leon

The Kingdom of Aragon

The Marinid Sultanate

The Holy Roman Empire

The Kingdom of Denmark

The Kingdom of Norway

The Republic of Genoa

The Republic of Venice

The Papal States (Unplayable)

The Kingdom of Naples

The Hafsid Sultanate

The Teutonic Order

The Kingdom of Poland

The Kingdom of Hungary

The Kingdom of Serbia

The Bulgarian Empire

The Roman Empire

The Crusader States

The Mamluk Sultanate

The Sultanate of Rum

The Kingdom of Georgia

The Principality of Cilicia

The Republic of Novgorod

The Ilkhanate

The Golden Horde

If you are interested in assisting with this project, please feel free to pm me. What I need the most help with is scripting and text editing. So if you have the time and ability, it would be very much appreciated.

Hello everyone!
For the last year or so, I've been tweaking and changing stuff in Medieval SS 6.4, with the only purpose to make it completely balanced,
competitive and focused on Mid-Late game (which usually is when the game got boring...).
During this course, I also changed a ton of other small things, completely REMOVED the MONGOLS and TIMURIDS (yeah, I hated those,
they always do the same thing - kill 2-3 nations, capture stuff, die out...) and added two very important (historically) nations on their places,
although I am not a professional modder, so I used merc and units from other nations for those.
Thus I named this submod Campaign:

Its hard for me to completely remember everything I changed, added etc over all this time, but
I can assure you (despite some minor visual matters, which someone with modding experience may
fix if he like this mod) that this makes the game as you always wanted it to be! More units, everyone
having equal chance from all nations, completely unpredictable and competative every time you replay it!
Just try it and you will see, guys.

So what it does?

1. MONGOLS & TIMURIDS REMOVED. INSTEAD - SECOND BULGARIAN EMPIRE (Balkan state, highly developed
in Medieval times, Orthodox) & KAZAN KHANATE - Volga Bulgaria (the other Bulgaria on the Volga river, which lasted
till 1600, being one of the most developed Musliim countries to the east.)
* Used the Timurids units for the Volga Bulgaria nation, since they used similar tactics, added arquebusiers which
they used historical sources claim and some more units from mercs and other nations.
* Used Merc and other nations units for the Second Bulgarian Empire, they are focused on light cavalry, heavy infantry
and good mid-game units, making a very interesting choice.

2. ADDED 4-5 UNITS FOR EACH OTHER NATION (more or less) from merc pools, other nations, etc. All located in different buildings.
* For example if you are playing Hungary, you may recruit some western unit mercs from your docklands (lets say longbowmen) at high price, low spawn rate. If you are Persians (Kwaermazian empire) you can recruit Bedouin camels from your caravansarays, located in deserts, etc etc. This adds much more diversity and fun when playing any nation and still tries to keep some sort of historical accuracy. I didnt like the fact that some nations have lets say 15 units, others - 30. Now everyone have a bit more.

3. ADDED SOME BUILDINGS, EDITED OTHERS (WONDERS MOSTLY) - now the wonders give rly good benefits globally (usually pop growth, income, religion, etc), so one should really focus on capturing some of those to boost his nation globally. (as long as he can hold it for a while...) The Bulgarians on the Balkans have lets say Balkan banks (a bit weaker than casual ones, but still they had nice economy those days), etc.

4. TWEAKED ALL SETTLEMENT MECHANICS TO PERFECTION. - City population is now realistic (not like 20 000 ppl livin in constantinopole before). You start with really low pop, if u keep generals inside, keep low taxes, make farms you will vastly
increase the pop of the settlement (reachin 500-600k in the major cities is now happening) and if u keep high taxes, no generals - pop wont grow at all. Ive reduced tax income to balance it out after many tries into late game, Public order is now much more relative to havin governors, taxes, buildings etc too. Castles give a it more money than before (lets say 20-30%), so nations with more castles than cities wont stagnate that much. (cos the AI never converts castles into cities when it dont need them anymore). Overall, its great.

5. TWEAKED STATS OF MANY UNITS - For example each General Bodyguard type (eastern, western, muslim etc) now has different stats (before they were the same kinda). For example Western have more Armor, Russians have more charge and speed, muslim have more close combat damage, etc etc.
*Added RANGE to all ARCHERS, MUSKETS, CANONS, SIEGE WEAPONS etc - now they can actually shoot 2-3 times before being engaged, which is much more realistic. Before, they made 1-2 shots and the enemy was next to them, kinda lame. Having archers, artillery etc is much more profitable now if u control it well.

6. CHANGED SOME MAP STUFF - like since Engalnd and Scotland never went into Ireland, I gave Dublin to Brits and the other castle there to scotland. Now they are neck to neck on both islands there.

*Changed some castles into cities (which were useless as castles, cos of position) so now nations, which had too much castles before and no economy will feel better.

*Changed the colors of many nations on minimap and removed borders, so its really neat looking now. (Playing with the *nofog command in console will make this game feel a lot like Europa Universalis as you will see everything in real time. Of course if you do this, enable Permanent Watchtowers from the SS 6.4 launcher options thingy, so the AI has vision too (I think)).

*Completely removed the benefits, purses and stuff that killed the balance in the game (added some buildings for trade etc to weaker nations instead) so now everyone gets as much money per turn as he produces. Early game it starts slow, people fight with trash armies, slowly gatherin armies, then it becomes a massacre as time goes by.

*Events are edited for perfect gameplay experience (not historical one)! This is VERY IMPORTANT. IF YOU WANT HISTORICAL ACCURACY - not ur mod. IF YOU WANT PERFECT GAME EXPERIENCE - this is it! The armor upgrades, gunpowder discoveries etc come much faster and still like 30-35 turns separated, thus slowly addin new units to ur pool. Which leads me to:

*OLDER UNITS DO NOT DISAPPEAR FROM YOUR RECRUIT POOLS! Yeah, I hated this. What if I wanted to recruit :wub:ing arquebusiers when everyone uses muskets? Maybe i was a weaker nation? Or replenish my lost arquebusiers, who are really experienced? Well now you are free to recruit anything - from mailed knights in 1700, to scotish highland rabble against cannons. AI DOES IT TOO. Its great, I tell you.

*OTTOMANS DONT SUCK ANYMORE. - Yeah, before they did nothing everytime I replay the game. Now they Have more units, more stuff, overall they do pretty well everytime. And since there are no Mongols and stuff, they end up fightin either with the Persians or with Byzantium.

*DIPLOMACY CHANGED - no more same stuff in diplo too. Now everyone can ally with everyone randomly, if the current situation offers that chance. Yes, christian nations will ally more with cristhian nations, but its not the same damn wheel everytime like before, sometimes the russians will atack the vikings, other times they will be their allies etc. You cant cheat your way into ceasefire anymore and then atack again over and over again (if ur at war with someone), unless you have tons of more stuff. Before I used this exploit all the time and made the game really easy for me on VH/VH.

*MAP RESOURCES GIVE A BIT MORE MONEY NOW - before they were useless. Now they are ok. Having merchants is fun, if you can hold the gold, silver etc.

*There are many other small tweaks, which I cant sadly remember right now, but Im sure you will find them over the course of your gameplay and enjoy this as much as I did. Yes, there are some problems and historical inaccuracies, but who cares - this is the game as a hardcore gamer would like it to be, after playing it for years. Its like playing online versus other players. Some units may miss skins in battle (if you happen to see this, please just reply here and Ill add the skins, its nothing serious, theyll just look gray in combat, but you wont crash or anything.) This is because I forgot to add the skins of 4-5 units and then I forgot which ones were they with time, lol. What else, Bulgaria on the Balkans uses the Mongols flags, while the Volga Bulgaria - the timurids ones, so if one knows how to make flags, please write to me so we can make this look better with actual flags, cos I didnt find how to do it. Stuff like that. The crusaders have that Palma island now from start too (near spain), so they dont die that easy (no matter what I tried, they always died out if AI...). But its the complete package that matters - perfectly balanced and random experience everytime.

I dont know how to make self extractor stuff as well, so I just made an Archive with all the files I've edited, you will have to copy paste those in their relative locations :
(Medieval/Mods/SS6.3/Data for most, rest - Medieval/Mods/SS6.3/Data/Campaign/Early). Im sure you can find them one by one, its not much stuff. If someone can make a self extractor thingy for me, would be happy. I just wanted to share this with you guys, cos I dont know if I'll have a laptop after some weeks and better have it here for hardcore folks like myself. With time it can become even better.

The site lets me upload only files up to 10 mb, so I had to use external upload site.
Once you copy paste everything, just run your SS 6.4 launcher,select early campaign (named Rise of Bulgaria now) and SAVAGE AI + Permanent watchtowers (if you will use the *nofog command in game, which I recommend for Europa Universalis kind of experience). Ingame always select VH/VH difficulty, as thats what Ive edited.

]]>Sub modsKhan_Omurtaghttp://www.twcenter.net/forums/showthread.php?775565-STAINLESS-STEEL-6-4-BALANCE-2-FACTIONS-UNITS-TWEAKS-AND-MORE-(LATE-GAME-MOD)-!Anyway to several years per turnhttp://www.twcenter.net/forums/showthread.php?775550-Anyway-to-several-years-per-turn&goto=newpost
Tue, 13 Feb 2018 07:35:34 GMTSeveral turns per year has already been done through campaign script. To solve...

Several turns per year has already been done through campaign script. To solve the age problem, just use script to trigger a winter when a year ends and summer when other time.

But several years per turn seems impossible. Even when trigger several winters after rebel's turn, age only increases 1 at most. The engine seems not support more than 1 year old per turn.

So are there any other ways? For example, force each faction to pass 1 turn per 2 turns or so...

Made these skins a while back, I missed the uniformity from medieval 2 vanilla and i liked some of the skins so much from Stainless steel i decided to mash em up/modify em to make the early game similarly uniformed

The skins apply across MOST euro factions, and affect men-at-arms, sarjeants,voltigeurs, militia, and archers.

Does genoa now look like a crusade faction? yes

was that my original goal so i could conquer italy, take over rome, and pretend like i was a roman crusader kingdom? absolutely.
i will most likely just compile the skins so whomever wants to use em can replace them manually, my game is such a shambling pile of remodified mods that i dont know where to start on making these just a "move folder, install done!" kind of deal -.-